Move variations: Difference between revisions

Not variations according to the page's own definition - must be identical in terms of power and accuracy and within 5 PP
(Not variations according to the definition of the page - Frost Breath and Storm Throw vary in accuracy)
(Not variations according to the page's own definition - must be identical in terms of power and accuracy and within 5 PP)
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===Torque moves===
===Torque moves with 80 base power===
These are the [[signature move]]s of [[Team Star]]'s [[Starmobile]]s. These moves cannot be learned by any Pokémon.
These are the [[signature move]]s of [[Team Star]]'s [[Starmobile]]s. These moves cannot be learned by any Pokémon.
{{mvar/h|10|power=80 or 100|acc=100|notes=Chance of causing a secondary effect|other=Secondary effect}}
{{mvar/h|10|power=80|acc=100|notes=Chance of causing a secondary effect|other=Secondary effect}}
{{mvar|Blazing Torque|Fire|Physical|IX|other=30% chance of burning the target}}
{{mvar|Blazing Torque|Fire|Physical|IX|other=30% chance of burning the target}}
{{mvar|Wicked Torque|Dark|Physical|IX|other=10% chance of causing the target to sleep}}
{{mvar|Wicked Torque|Dark|Physical|IX|other=10% chance of causing the target to sleep}}
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===Torque moves with 100 base power===
These are the [[signature move]]s of [[Team Star]]'s [[Starmobile]]s. These moves cannot be learned by any Pokémon.
{{mvar/h|10|power=100|acc=100|notes=30% chance of causing a secondary effect|other=Secondary effect}}
{{mvar|Noxious Torque|Poison|Physical|IX|other=30% chance of poisoning the target}}
{{mvar|Noxious Torque|Poison|Physical|IX|other=30% chance of poisoning the target}}
{{mvar|Combat Torque|Fighting|Physical|IX|other=30% chance of paralyzing the target}}
{{mvar|Combat Torque|Fighting|Physical|IX|other=30% chance of paralyzing the target}}
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===Let's Go Partner moves===
===Let's Go Partner moves===
====Variations of Pika Papow====
====Variations of Pika Papow====
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{{mvar/h|20|power=15|acc=100|notes=[[Multi-strike move|Multi-strike moves]]}}
{{mvar/h|20|power=15|acc=100|notes=[[Multi-strike move|Multi-strike moves]]}}
{{mvar|Arm Thrust|Fighting|Physical|III|}}
{{mvar|Arm Thrust|Fighting|Physical|III|}}
{{mvar|Water Shuriken|Water|Special|VI|note=When Battle Bond is not activated}}
{{mvar|Water Shuriken|Water|Special|VI|}}
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<center><small>*{{m|Water Shuriken}} is a priority move, and changes when [[Battle Bond]] is active.</small></center>
 
===Variations of Aqua Jet===
{{mvar/h|20|power=40|acc=100|notes=+1 priority|PP=PP}}
{{mvar|Aqua Jet|Water|Physical|IV|PP=20}}
{{mvar|Accelerock|Rock|Physical|VII|PP=20}}
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===Variations of Barb Barrage===
===Variations of Barb Barrage===
These are the [[signature move]]s of certain Hisuian Pokémon.
These are the [[signature move]]s of certain Hisuian Pokémon.
{{mvar/h|15|power=60|acc=100|notes=Power doubles if target has any status condition; 30% chance to inflict a status condition|other=Status Condition}}
{{mvar/h|15|power=60|acc=100|notes=Power doubles if target has any status condition; 30% chance to inflict a status condition|other=Status Condition|SigMove=Signature move of}}
{{mvar|Barb Barrage|Poison|Physical|VIII|other=Poison|note=Signature move of Hisuian Qwilfish and Overqwil}}
{{mvar|Barb Barrage|Poison|Physical|VIII|other=Poison|SigMove=[[Hisuian Qwilfish]] and [[Overqwil]]}}
{{mvar|Bitter Malice|Ghost|Special|VIII|other=Frostbite|note=Signature move of Hisuian Zorua and Hisuian Zoroark}}
{{mvar|Bitter Malice|Ghost|Special|VIII|other=Frostbite|SigMove=[[Hisuian Zorua]] and [[Hisuian Zoroark]]}}
{{mvar|Infernal Parade|Ghost|Special|VIII|other=Burn|note=Signature move of Hisuian Typhlosion}}
{{mvar|Infernal Parade|Ghost|Special|VIII|other=Burn|SigMove=Signature move of [[Hisuian Typhlosion]]}}
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===Variations of Bite===
===Variations of Bite===
{{mvar/h|25|power=60|acc=100|notes=30% chance of {{status|flinch|flinching}}}}
{{mvar/h|25|power=60|acc=100|notes=30% chance of {{status|flinch|flinching}}}}
{{mvar|Bite|Dark|Physical|I|note=Normal-type with 10% chance of flinching in Generation I}}
{{mvar|Bite|Dark|Physical|I}}
{{mvar|Heart Stamp|Psychic|Physical|V}}
{{mvar|Heart Stamp|Psychic|Physical|V}}
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<center><small>*{{m|Bite}} was a Normal type move with a 10% chance of flinching in Generation I</small></center>


===Variations of Blizzard===
===Variations of Blizzard===
{{mvar/h|5 or 10|power={{tt|110|120 prior to Generation VI}}|acc=70|notes=Chance of inflicting a status condition, certain weather causes moves to not miss|other=Additional effect|PP=PP}}
{{mvar/h|5 or 10|power={{tt|110|120 prior to Generation VI}}|acc=70|notes=Chance of inflicting a status condition, certain weather causes moves to not miss|other=Additional effect|PP=PP|WeatherEffect=Move effect changes by weather effect}}
{{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|note=89.5% accuracy in Generation I, cannot miss in hail, affects all foes}}  
{{mvar|Blizzard|Ice|Special|I|other=10% chance of freezing target|PP=5|WeatherEffect=89.5% accuracy in Generation I, cannot miss in hail, affects all foes}}  
{{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|note=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight, 10% chance of paralyzing target in Gen I}}  
{{mvar|Thunder|Electric|Special|I|other=30% chance of paralyzing target|PP=10|WeatherEffect=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight, 10% chance of paralyzing target in Gen I}}  
{{mvar|Hurricane|Flying|Special|V|other=30% chance of confusing target|PP=10|note=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight}}  
{{mvar|Hurricane|Flying|Special|V|other=30% chance of confusing target|PP=10|WeatherEffect=Cannot miss in heavy rain, accuracy cut to 50% in strong sunlight}}  
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===Variations of Crunch===
===Variations of Crunch===
{{mvar/h|10 or 15|power=80 or 90|acc=100|notes=Chance of lowering target's stat by one stage|other=Affected stat|PP=PP|Pwr=Pwr}}
{{mvar/h|10 or 15|power=80|acc=100|notes=Chance of lowering target's stat by one stage|other=Affected stat}}
{{mvar|Psychic|Psychic|Special|I|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=90}}  
{{mvar|Crunch|Dark|Physical|II|other=20% chance of lowering the target's Defense{{tt|*|Lowers Special Defense prior to Generation IV}}}}
{{mvar|Crunch|Dark|Physical|II|other=20% chance of lowering the target's Defense{{tt|*|Lowers Special Defense prior to Generation IV}}|PP=15|Pwr=80}}
{{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering the target's Special Defense}}
{{mvar|Shadow Ball|Ghost|Special|II|other=20% chance of lowering the target's Special Defense|PP=15|Pwr=80}}
{{mvar|Flash Cannon|Steel|Special|IV|other=10% chance of lowering the target's Special Defense}}
{{mvar|Flash Cannon|Steel|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=80}}
{{mvar|Bug Buzz|Bug|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=90}}
{{mvar|Energy Ball|Grass|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=90|note=}}
{{mvar|Earth Power|Ground|Special|IV|other=10% chance of lowering the target's Special Defense|PP=10|Pwr=90}}  
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===Variations of Dynamic Punch===
===Variations of Dynamic Punch===
{{mvar/h|5|power=100 to 120|acc=50|notes=Causes a [[status condition]]|other=Status condition|Pwr=Pwr}}
{{mvar/h|5|power=100|acc=50|notes=Causes a [[status condition]]|other=Status condition}}
{{mvar|Dynamic Punch|Fighting|Physical|II|other=Confusion|Pwr=100}}  
{{mvar|Dynamic Punch|Fighting|Physical|II|other=Confusion}}  
{{mvar|Inferno|Fire|Special|V|other=Burn|Pwr=100}}
{{mvar|Inferno|Fire|Special|V|other=Burn}}
{{mvar|Zap Cannon|Electric|Special|III|other=Paralysis|Pwr=120}}  
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{{mvar|Thunderbolt|Electric|Special|I|other=Paralysis|PP=15}}
{{mvar|Thunderbolt|Electric|Special|I|other=Paralysis|PP=15}}
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===Variations of Focus Blast===
{{mvar/h|5|power=120|acc=70 or 80|notes=Chance of inflicting a status condition|other=Additional effect}}
{{mvar|Focus Blast|Fighting|Special|IV|other=10% chance of lowering the target's Special Defense|acc=70}}
{{mvar|Gunk Shot|Poison|Physical|V|other=30% chance of poisoning target|acc=80}}
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===Variations of Psychic===
{{mvar/h|10|power=90|acc=100|notes=Chance of lowering target's stat by one stage|other=Affected stat}}
{{mvar|Psychic|Psychic|Special|I|other=10% chance of lowering the target's Special Defense}}
{{mvar|Bug Buzz|Bug|Special|IV|other=10% chance of lowering the target's Special Defense}}
{{mvar|Energy Ball|Grass|Special|IV|other=10% chance of lowering the target's Special Defense}}
{{mvar|Earth Power|Ground|Special|IV|other=10% chance of lowering the target's Special Defense}}


===Variations of Psyshock===
===Variations of Psyshock===
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===Variations of Quick Attack===
===Variations of Quick Attack===
{{mvar/h|20 or 30|power=40|acc=100|notes=+1 priority|PP=PP}}
{{mvar/h|30|power=40|acc=100|notes=+1 priority|PP=PP}}
{{mvar|Quick Attack|Normal|Physical|I|PP=30}}
{{mvar|Quick Attack|Normal|Physical|I|PP=30}}
{{mvar|Mach Punch|Fighting|Physical|II|PP=30}}  
{{mvar|Mach Punch|Fighting|Physical|II|PP=30}}  
{{mvar|Aqua Jet|Water|Physical|IV|PP=20}}
{{mvar|Vacuum Wave|Fighting|Special|IV|PP=30}}
{{mvar|Vacuum Wave|Fighting|Special|IV|PP=30}}
{{mvar|Bullet Punch|Steel|Physical|IV|PP=30}}
{{mvar|Bullet Punch|Steel|Physical|IV|PP=30}}
{{mvar|Ice Shard|Ice|Physical|IV|PP=30}}  
{{mvar|Ice Shard|Ice|Physical|IV|PP=30}}  
{{mvar|Shadow Sneak|Ghost|Physical|IV|PP=30}}
{{mvar|Shadow Sneak|Ghost|Physical|IV|PP=30}}
{{mvar|Accelerock|Rock|Physical|VII|PP=20}}
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{{mvar|Moonblast|Fairy|Special|VI|other=30% chance of lowering target's Special Attack by one stage}}
{{mvar|Moonblast|Fairy|Special|VI|other=30% chance of lowering target's Special Attack by one stage}}
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===Variations of Smelling Salts===
{{mvar/h|10|power={{tt|70|60 prior to Generation VI}}|acc=100|notes=Double damage on target with non-volatile status, cures non-volatile status on target|other=Cured status condition}}
{{mvar|Smelling Salts|Normal|Physical|III|other=Paralysis}}
{{mvar|Wake-Up Slap|Fighting|Physical|IV|other=Sleep}}
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===Variations of U-turn===
===Variations of U-turn===
{{mvar/h|20|power=60 or 70|acc=100|notes=User switches after dealing damage}}
{{mvar/h|20|power=70|acc=100|notes=User switches after dealing damage}}
{{mvar|U-turn|Bug|Physical|IV}}  
{{mvar|U-turn|Bug|Physical|IV}}  
{{mvar|Volt Switch|Electric|Special|V}}  
{{mvar|Volt Switch|Electric|Special|V}}  
{{mvar|Flip Turn|Water|Physical|VIII}}
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===Variations of Quiver Dance===
===Variations of Quiver Dance===
{{mvar/h|10 or 20|notes=Raises three of user's stats by one stage|other=Affected stats}}
{{mvar/h|20|notes=Raises three of user's stats by one stage|other=Affected stats}}
{{mvar|Quiver Dance|Bug|Status|V|other=Special Attack, Special Defense, Speed}}
{{mvar|Quiver Dance|Bug|Status|V|other=Special Attack, Special Defense, Speed}}
{{mvar|Coil|Poison|Status|V|other=Attack, Defense, Accuracy}}
{{mvar|Coil|Poison|Status|V|other=Attack, Defense, Accuracy}}
{{mvar|Victory Dance|Fighting|Status|VIII|note=different effect in generation VIII|other=Attack, Defense, Speed}}
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